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    posted a message on Test my new exhaustion mechanic - survival concept map
    Quote from Feare_104

    I'll test it for you! Once you've got the whole thing in proper working order (if it isn't already), I wouldn't mind adding this to my Command Block thread! Seems pretty nifty xD

    Awesome! Thanks for giving it a try.

    I think I'd like to refine it a bit before I put up any actual tutorials. :) My ultimate goal is to just have a black box you can drop onto any world, so if people want to play with exhaustion, they can.

    The roulette is much neater, but it isn't intended to be part of the final system, either; it's just for fun/extra challenge here. Also, the interesting part about it isn't the commands but the random mechanic, which is not my invention. I just compacted it slightly and weighted how often it picks certain things.
    Quote from minihilly

    I'll be happy to test it out if you like; I'll give it a go tomorrow (it's late), then drop some crits.


    Thank you very much! Just don't lay into the map too much; I threw it together to make a slightly more pleasant testing experience -- it's not meant to be the next great island survival. XD
    Posted in: Maps Discussion
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    posted a message on Test my new exhaustion mechanic - survival concept map
    Brutal Survival
    A concept map by Raecchi


    I think I've got a working exhaustion mechanic, one that will penalize (and eventually kill) you if you don't sleep over a long period of time. There's also a minor bonus if you keep yourself well-rested. Because the exhaustion system by itself isn't that brutal, there's also a daily roulette of status effects to keep you on your toes.

    I need some people to test this out and tell me if it works consistently for them, and how hard it is to survive. I set up a basic survival island map here, but if anyone's interested I can also put together a schematic that can be plunked down into any survival world. The exhaustion/roulette system is neither compact nor elegant, but it is a beta release at the moment.

    Some quick map stats:
    • 10 hidden treasure chests
    • Item spawner (mostly fish)
    • Set of monster spawners, probably not player-destroyable
    • Island is on a superflat ocean world with natural ores, dungeons, mineshafts, strongholds, etc.
    • Most if not all resources available
    • Shiny new exhaustion system
    • Daily status effect roulette with pithy messages
    • Probably multiplayer compatible!
    Thank you, anyone willing to test this! If you're just interested in the system I designed, there's a button in the starting room that will teleport you up and everything's labeled. :) Hope you enjoy it!


    Note: Command Block output is on by default to help with testing. If it bugs you, do /gamerule commandBlockOutput false
    Posted in: Maps Discussion
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    posted a message on CTM Map Question!
    Updated Skylands: http://www.minecraftforum.net/topic/1543935-ctm145%E2%98%85%E2%98%85%E2%98%85skylands-v201-a-huge-update-to-a-classic%E2%98%85%E2%98%85%E2%98%85/

    I'm a bit biased; I really like the original, which was not a CTM map. It didn't take much to make it a CTM though, and the update's done an excellent job of it. There are even a couple new areas that were unfinished/non-existant in the original. :)
    Posted in: Maps Discussion
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    posted a message on Infinite potion effects?
    Quote from ruledarkman

    I know this topic is old but if you have infinite on an effect can you still get rid of it with drinking milk?

    If the effect is made by a potion, yes. Milk removes all positive and negative effects. If the effect is made by a beacon, milk will remove it for roughly 3 seconds, and then it's back. There's no way to permanently stop a beacon's effects without breaking or blocking it -- much harder for someone to cheat, and easy to control with pistons if you want to.
    Posted in: Maps Discussion
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    posted a message on What Makes a Map Amazing?
    Quote from Gelfl1ng

    Why are Hypixel maps so popular?

    Quote from Preistbob

    Hypixels maps are popular for the same reason call of duty is popular. Simple stories, lots of combat action.


    I always thought Hypixel's maps were popular because they push the envelope on what can be done in vanilla Minecraft. They always have the latest clever creations, so you always see something new and exciting when you play one. :)

    Quote from Gelfl1ng

    What do you enjoy doing in adventure maps?

    Exploring and collecting hidden things. I like hybrid adventure/survival a lot -- the original Skylands (now quite outdated, though the 2.0 remake is decent) is my golden standard for maps. If I enjoy playing anything as much as I enjoy playing that, it's definitely something awesome. No real rules, no real goals/end, just "Here's an attractive world full of interesting things and some dungeons too, go have fun!"
    Posted in: Maps Discussion
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    posted a message on The worst custom maps? (request)
    Just do a quick search for the phrase "first map" and that should turn up some doozies. Especially look for things with 0 replies.

    That said, I hope that you'll level some constructive criticism and not just verbal abuse on the bad maps. Everybody has to start somewhere, and while I'm not against tough love/harsh comments, I do think it should be balanced with solid advice.
    Posted in: Maps Discussion
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    posted a message on Making "new" Vanilla mobs ala Herobrine's Mansion?
    Quote from AshtonDurkhun

    I'm still confused on how he made the floating pumpkins though... is there a way to setup a potion effect on the mobs? (or would I have to just spawn then in a room overhead that constantly drops splash potions of invisibility and let them wander through a hole in the ceiling?) obviously it's an invisible zombie with a jack-o-lantern for a helmet, but...?

    i can't recommend enough just looking through all the pages of Sethbling's Filters: sethbling.com/downloads/mcedit-filters/ The one you want for invisible mobs (or other boosts/penalties) is "Add Potion Effect". If you need help with custom mobs, just let me know; I made a whole map based on custom zombies so I've had a TON of practice.

    MCEdit is clunky at first, but once you get the movement controls down it gets easier. The trick (at least for me) was figuring out that Q and Z move you up and down. It's definitely worth a read of the controls/watching a basic tutorial.

    Lastly: when in doubt, take apart someone else's map to figure out how they did something. Hypixel's maps are particularly good for this -- Herobrine's Mansion is like a shell over basic adventure map coding, and his more recent maps use what is effectively cutting-edge Minecraft technology. :)
    Posted in: Maps Discussion
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    posted a message on What command do I use for this? Is this even possible?
    Quote from aieayear01

    THANK YOU SO MUCH YOU HAVE ANSWERED ALL OF MY QUESTIONS!!!!! But for the mobspawner I don't understand where you are getting at. Do I place one mob spawner underneath the surface? But it wont work as well? Should I put the spawner on the surface? Because when I do that it looks ghetto.

    Now for the portal that spawns after you defeat an ender dragon does that portal take you back to your normal minecraft worlds spawn.

    If you want to just use plain mob spawners (not carts), you can't put them underground, basically. Put them all in walls or above ground.

    The portal after you beat the ender dragon does take you back to your normal spawn, yes. It also removes all potion effects from the player, so beware in case you're using anything long-term.
    Posted in: Maps Discussion
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    posted a message on What command do I use for this? Is this even possible?
    Quote from aieayear01

    So are you saying that it is a better idea for me to just spawn a bunch of zombies or having a zombie spawner instead of making it really complicated with the command blocks and such. I want to make this least complicated and it looks like I am going to go with multiple mob spawners on the map.

    You can't spawn mobs with commands is actually the point I was trying to make. Pre-placed mobs versus spawners depends on what you want your map to be. Spawners WILL keep spawning forever, so just placing all the mobs on your map means you control how many enemies and how much exp/loot players get.

    Quote from aieayear01

    Anyways thanks for saying that I can go to the end, but is there a way out of the end after you finish to go back to the original minecraft world spawn point? Sorry for asking a lot of questions but thanks!!!!

    When the Enderdragon is killed, a portal out of The End spawns.

    Quote from aieayear01

    Thanks you just explained a way for me to do this without being so complicated! So where do you put the spawners? Do you put it 1 block underground because I have toomanyitems so I can do this on survival.

    Spawners don't spawn vertically very well -- one block above and below, plus at the same level as the spawner, I think. I suggest hiding them in walls whenever possible.

    Quote from aieayear01

    "then filter it with persistentmobs (another filter) so that they don't despawn." So when I prespawn my boss in the world in an area how do I fun a way for the boss to not destroy the blocks where it is because I don't want it to destroy anything in the house, I only want it to kill players. Also do you have a creative idea for the boss coming out because I don't want the boss to just be there when you walk into the room.


    /gamerule mobGriefing false -- this will stop the Wither from completely destroying your map. Also stops creeps from getting redstone wiring or spawners, etc.

    I'd honestly suggest not using the Wither or Enderdragon as your boss fights. You can do a lot with custom mobs -- gear, potions, timed events in the area you fight in (see Herobrine's Mansion again). The basic bosses are just not that exciting to face on their own in a custom map.

    Best of luck!
    Posted in: Maps Discussion
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    posted a message on [ADV] Half Minute Adventure
    This was really interesting! It almost felt more like a parody of adventure maps than a map itself, but there's some great attention to detail in it. :)

    Also, I feel compelled to quote the Grand List of RPG Cliches: (this is what made me think parody)

    Pretty Line Syndrome (or, Crash Bandicoot: The RPG)
    Seen in most modern RPGs. The key to completing your quest is to walk forward in a straight line for fifty hours, stopping along the way to look at, kill, and/or have meaningful conversations with various pretty things.

    Looking forward to more along these... lines. Hahaha.
    Posted in: Maps
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    posted a message on Complex [1-2 Players]
    Quote from qmagnet

    You may want to check out 1.4!

    Aww, Q, you shouldn't have!

    That was both sweet and ridiculous. :D

    And at last, at long last, I got all 64 in one go. I'm 90% sure I missed an easy chest in a waterfall down on the fourth floor. I'll PM you links to my hilariously bad maps a bit later.

    Please, please tell me you'll make more maps? We need this kind of quality awesome around here. :)
    Posted in: Maps
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    posted a message on Sky Vs. The Squids
    I died at the boss battle and when I respawned the pressure pads outside the door no longer teleported me up. Flew up inside the squid (I liked the giant squid, btw) and got the key and blew it up. The map just got laggier and laggier and finally just crashed. Whatever redstone wiring you've got for the boss battle really needs to get turned off when the player leaves it!

    My final score was 5 gold blocks and 17 nuggets. That's 180*5 (900 for the blocks) plus 5*17 (85 for the nuggets) = 985. OR, I could break the blocks into ingots (5 blocks = 45 ingots), and the ingots into nuggets(45 ingots=405 nuggets), leaving me with 422 nuggets... or 2,110 points. You may want to tweak your scoring system. :) Nuggets = 1 point would work.

    Some indication of where to go in the giant water-filled room would also be nice. It takes ages to wade through water, and the room is much, much larger than it needs to be.
    Posted in: Maps
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    posted a message on 1.6 [PUZ][ADV] The City of Love~ - What will your story be? Get some love!
    So I checked out a bunch of endings to see what they were like, but settled down with...

    Barkeep, who won't even look at me. Loved the twist ending, though -- I'm female, so it worked out pretty well for me. XD
    I couldn't get the bum to like me at all, and I never found David... I saw a headless body on a dock, but it didn't do anything. Mysterious.

    Overall, really fun, and a novel idea. :)
    Posted in: Maps
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    posted a message on What command do I use for this? Is this even possible?
    Quote from aieayear01

    Aww that is lame! So how does hypixel do his adventure maps? Does he use your method. I can't see how that is the only way because that is so complicated to do haha

    The more complex the map you want, the more complicated it is! Don't be afraid of trying difficult ideas.

    Hypixel maps start with every mob you will fight already on the map. Nothing is spawned through commands or spawners. If you want to go that route, I recommend MCEdit and a filter for it called Create Geared Mobs. (Watch the video to learn how to use the filter.) I also recommend changing into creative mode in one of Hypxiel's maps and breaking through the ground to take a look at things he has built!

    Here's a tutorial for a super compact always-day machine: Obviously, you can just modify the command block command to keep it always night.

    Just make sure it's in the same chunk as the player spawns, and it will always be loaded so it will work no matter how far away the player is.

    Lastly, it is absolutely possible for players to go to The End in multiplayer, and the Nether too.
    Posted in: Maps Discussion
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    posted a message on Complex [1-2 Players]
    Quote from qmagnet

    1.4 is coming soon :)

    I just went through the whole map. There are 64 obtainable for sure.
    The one with the pressure plate, you just have to walk slowly forward not leave the pressure plate and you can grab it.
    There is also a tricky in the room where you go outside and jump to grab the chest, there is one in a dispenser at the top of the stream inside the room. Maybe that.

    Just to check, are you in creative mode when you go for the chest? Because your reach is one block further in creative. I seriously cannot manage it in survival at all. I held still and swapped back and forth to test. :/

    Got the outside and ceiling ones in that room, so alas, number 64 is a mystery still.
    So hold off for that, or you're going to make a list yourself for the new version?
    Posted in: Maps
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